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^ That, and with vertical cliffs like that, you need stairs longer than the height of the cliff. Pythagoras and all, y'know? Currently, what Zodiac has is a ladder. I'd advise finding a more tesselable stair tile, moving the upperleft stairs slightly to the east and making them 6 tiles high, and the other two stairs 3 tiles high.

Also, the buildings should have borders. At present, the lack of borders clashes with the heavily bordered environment tiles. The left blue building should move slightly east and the right double story house should move slightly northeast.

Like the no-outlined tileset for the houses, but not gonna lie, it looks missing without the flowers. Also it clashes with the trees, who have outlines. You might want to put in a sign saying this is Rishend Town xD.

If I were playing a game on this town... I would find it normal, and good-to-go type of style.

And jim42 said the rest of what I wanted to say, except his is more detailed and specific.

Another thing about this map, that MANY people seem to not realize, is that the mountain terrain that you walk on (below the two homes up top) is not the same tile as the mountain terrain that goes on the top of mountains (like the bottom right mountains)
It's a huge mistake that many people don't realize, take a look at any official map with mountains, they are never the same tile. It also just looks lazy.

The stairs have already been mentioned (they need to be longer, and connected)
And the map in general is just boring. Put some flowers in it, don't make the paths so square. Idk, just make the map have a more natural feel. The ponds seem kinda random as well.

Well JNathan ,this map definitely needs a lot of work.
It's a good idea to make sure there's a border of trees around it so we can clearly define the exits and entrances of a map.

On top of that, the map is wayyyy too open. The flowers aren't random or natural looking, looks like you just quickly drew some lines of flowers. Paths are too straight and boring. A very unnatural looking map. Break the grass up a bit, add some to the top half of the map as well. Fix some of these things, then upload what you've fixed :)

Well JNathan ,this map definitely needs a lot of work.
It's a good idea to make sure there's a border of trees around it so we can clearly define the exits and entrances of a map.

On top of that, the map is wayyyy too open. The flowers aren't random or natural looking, looks like you just quickly drew some lines of flowers. Paths are too straight and boring. A very unnatural looking map. Break the grass up a bit, add some to the top half of the map as well. Fix some of these things, then upload what you've fixed

The bottom path should be enlarged by two tiles, to the left.
Maybe break the paths up a bit? Have like a line of grass going through them?
Scatter the flowers more, in most games, they have a checkered pattern.
Usually on a route, you HAVE to go through a majority of the grass. Try and make it you're forced through it, but can take the ledges back without going through it.

There's also still openings on the bottom right and bottom left. So we don't know exactly where the entrance/exit is.

I think that it needs more trees around in places. Also most of the grass can be easily avoided so there is practically no use of it since in the gameplay it would be the same. The signpost is also touching the trees which is a bit disturbing, so position it one tile right IMO. Also the flowers are looking pretty square and alligned, which is something you wouldn't want unless you're making a Floroma Town remake. A little more wildness would do. The pathway should be blocked with trees or grass many-a-times so that facing wild Pokémon would be inevitable. Also, the main reason we use ledges is to avoid stepping on grass on the way down, so yeah, you'll have to put grass on the gaps of ledges.

I like the feel of it, but it seems too bland and blocky. and the flowers look too perfect; I think you need to spread them out a bit more

I get the fleeing its not much of a major route, just a connection route where you may find some interesting pokemon, is that pretty much what it is?

Meanwhile, lets look at my newest map :D

Spoiler:

It's just a route that leads to an area i havent though of yet, and the mountain side leading down (this is the summit of a mountain - you emerge from a cave to a town on top of a mountain where it snows (obviously) and connects to the top left of this map.

Good job with the snowflake design there, and I think you've made the layout well, although I'd suggest adding more 'spice' to the two hills at the start, maybe put up an extra layer, because they look identical.

I think the grass layout is good, but you'll have to block the pathways leading outside the map with a little grass. I think the signpost could be moved one square left, but that's only my nagging opinion xD. I'm sure there are way more experienced mappers than me though... xD

nah, I never liked the whole area exclusive evolution, I decided to make every evolution a stone evolution, so there is an ice one and a grass one for leafeon and glaceon, and the fearow+growlithe equivalents
I'll get rid of some grass, and I added another layer to the mountains but i kinda like how it looks, and the player wont see part of it anyway so i think it looks pretty good

Great, now it looks like a very formidable and playable map! Although (I'm not gonna rub it in) I think you could add extra trees around near the sign post (A bit away from it, mind you) and an extra layer in some places where the grass is plain. (This might also reduce the flower dilemma)

Huuuge patches of tall grass is always a no-no jnathan. The bottom one is tio large, while the top one can be crossed by walking through just three tiles.

Way don't you break up the grass patches into a feq smaller ones? Take the path o. The left side for example, rather than just having a single straight lined path, put a patch or two of tall grass there. Im assuming the player has to go from the right to the left, right?

this isnt a total train wreck, you have a pretty solid map so far; I'd rather see a ledge thing in place of the rock and instead of the 1st 2 trees
with the line of tree, I'd suggest every other tree be moved to the left so it goes left, right, left, right, etc
there seems to be a cluttered mess of grass and flowers, and a gross box of trees in the middle, haha, I'd would suggest mixing up the trees so its like they're interlocking between one another

You really need to put more effort into your map, Pokemoner2500. It's just an empty map with the basic four houses and a fence... =| Add a path, and perhaps a few flowers or other pieces of decoration.

I understand it's the starting town so it is normal for it to be small, but I presonally find it too "compressed" haha, probably, you should remove one layer of trees surrounding the houses, add a signpost, so mail post too probably and why not some little tress, flowers, or any decorative stuff?
Also, the fences would be better if you remove them imo, I think you put them there to easily block the player from leaving the town before getting their starter or such? But, a well made script(s) can do that without the need of the fences.

It still doesn't look better, throwing some flowers and signs doesn't make it anything better.

Also it is just "TOO SMALL" consider while playing through this map, the hero has like no space to walk on, if you add 2-3 NPC's on the mapp off course.

Remove one layer of tree's entirely, your not using they're edges right btw.
Use sand paths, for what are they in the tileset, or even add a tiny waterpond for the sake of it, don't be shy to make the map even really big, just experimen with the mapping.

It doesn't mean that your map "HAS" to be the final product, there is always something to be fixed on a map.

So I've recently returned to the game scene. And, this was the result of fooling around with a tileset that I carefully assembled, this map is still incomplete. But, I still want to know what I currently have.

Spoiler:

Credits to : Minorthreat, Weasly FG, and WilsonScarloxy
Thanks for the critique.

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